For game composers

Ambient beds that never loop, at game-audio speed

Generate up to 30 minutes of non-repeating ambient music from any source. Drop the output into FMOD or Wwise and ship your next indie game soundtrack without fighting loop points.

What indie game composers struggle with

Game audio has constraints that studio music doesn't. Loops, layering, memory budgets, and iteration speed all shape what a composer can deliver on a small team.

Audible loop points in long exploration scenes

Even a 2-minute loop becomes obvious after 20 minutes in an open-world area. Players hear the seam, the immersion breaks.

Budget and time pressure

Indie teams rarely have the budget for a full custom score. Royalty-free libraries feel generic. Writing 30 minutes of unique ambient from scratch takes weeks.

Reproducibility for iteration

When a level designer tweaks timing, you often need the same musical feel but with different length. A fixed audio render gives you no flexibility.

Memory and streaming budgets

Long, high-quality audio files are expensive in a build. Compressed alternatives lose the shimmer that makes ambient work.

How Reverie fits into a game audio pipeline

Reverie does not replace a composer. It covers the long ambient beds, and that is where it fits in a game audio pipeline.

Forest Breathing on a forest field recording: one Organic take of 4:59, the parameters beside it.
Forest Breathing on a forest field recording: one Organic take of 4:59, the parameters beside it.
  1. 1

    Non-looping beds up to 30 minutes

    Generate a single long ambient file from a short source. No seams, no repeats, no loop trickery required in your middleware.

  2. 2

    Seeds for deterministic regeneration

    Keep the exact same musical feel while adjusting duration or brightness. Same seed + same source = byte-identical output, which is what you want when a scene gets redesigned.

  3. 3

    FMOD / Wwise ready exports

    Output WAV or FLAC at 24-bit, preserving your source sample rate. Drop straight into your sound bank. Stereo stems exported cleanly.

  4. 4

    Mood variations from one source

    Dreamscape presets let you generate "warm cathedral", "deep abyss", or "foggy forest" versions of the same underlying material, so one region can shift mood without a new source.

  5. 5

    Build your own signature

    In Pro Chain Builder, combine Dreamtime with Polyrhythm Tremolo (12 rhythmic presets), Chord Layer (16 voicings), Resonator (12 presets), or Formant (8 vowels). Save as a custom preset and reuse across your score.

Features that matter to game audio

30-min exports

Non-looping, non-repeating background beds.

37 DSP modules

From Dreamtime to spectral cross-synthesis.

WAV/FLAC 24-bit

Drop straight into FMOD or Wwise.

Seed reproducibility

Regenerate the same feel at different lengths.

Example: a 5-minute forest ambient bed

Say you've captured a 45-second field recording of birds and wind. You need a 5-minute bed for a forest exploration zone.

  1. 1Drop the field recording into Reverie (drag & drop from Finder or Explorer).
  2. 2Pick the "Forest Breathing" preset (one of the five presets added in 1.13).
  3. 3Set target duration to 5 minutes. Optionally shift brightness -20 for a darker mood.
  4. 4Hit Generate. The Dreamtime + Temporal Evolution + Breathing + Reverb chain produces a non-looping 5-minute ambient bed.
  5. 5Export as 24-bit WAV. Drop into your sound bank.

You just turned 45 seconds of field recording into a 5-minute unique bed, in under a minute of human time. Repeat for every zone of your game.

A finished take with its seed. Use Seed brings it back to render again at another length.
A finished take with its seed. Use Seed brings it back to render again at another length.

Game audio FAQ

Can I use Reverie output in a commercial game?

Yes. You own the output. The only constraint is you must have the rights to the source audio you fed in (your own recording, a licensed sample, etc.).

Does Reverie integrate with FMOD or Wwise?

Reverie exports standard WAV, FLAC, OGG, AIFF files at 16 or 24-bit. These drop straight into any game audio middleware's sound bank: FMOD, Wwise, Fabric, or your engine's native audio system.

Can I generate variants for adaptive music?

Yes. Use the same source + same preset + different seeds to generate subtly different versions. Or keep the seed and vary brightness/chaos for musically related but distinct renders.

How does this compare to a full custom score?

Reverie complements a composer rather than replacing one. It handles long ambient beds, tension drones and texture layers. For melodic main themes, boss music, or heavily composed cues, you still want a human composer.

Ship your next soundtrack faster

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